Post by BuzzyBee on Jul 9, 2024 3:46:49 GMT
How to do Roleplay/Battles on Aramis
Firstly, your pokemon’s HP is the level multiplied by 10. So if your pokemon are level 5, it is 5 x 10, so your pokemon have 50 HP.
Secondly, in order for your pokemon to level up, they must reach the experience needed in order to level up.
Level Up Requirements:
Levels 1-10: 100 EXP per level
Levels 11-20: 200 EXP per level
Levels 21-30: 300 EXP per level
Levels 31-40: 400 EXP per level
Levels 41-50: 500 EXP per level
Levels 51-60: 600 EXP per level
Levels 61-70: 700 EXP per level
Levels 71-80: 800 EXP per level
Levels 81-90: 900 EXP per level
Levels 91-100: 1000 EXP per level
Victory Bonus:
Against Wild Pokémon: 50 EXP per Pokémon defeated
Against Trainer Pokémon: 100 EXP per Pokémon defeated
Against Gym Leaders: 500 EXP per Pokémon defeated
Loss Penalty:
Against Wild Pokémon: No EXP gained
Against Trainer Pokémon: 50 EXP per Pokémon still in play
Against Gym Leaders: 100 EXP per Pokémon still in play
Bonus for Winning Streaks:
2 Consecutive Wins: +50 EXP bonus
3 Consecutive Wins: +100 EXP bonus
4+ Consecutive Wins: +150 EXP bonus
Mentors and Trainers:
Training Sessions: 100 EXP per session
Special Lessons: 200 EXP
Villains or Rival Encounters:
Defeating Rivals: 300 EXP per encounter
Defeating Villains: 500 EXP per encounter
Events
Story Events:
Minor Plot Events: 100 EXP
Major Plot Events (e.g., major battles, uncovering secrets): 500 EXP
Festivals/Tournaments/Contests:
Participation: 50 EXP
Winning 1st Place: 500 EXP
Winning 2nd Place: 300 EXP
Winning 3rd Place: 100 EXP
WILD POKEMON ENCOUNTERS
In order to encounter a wild pokemon, you must create what is known as a Modded Thread. In this modded thread, a Moderator will roll on the encounter list for you to encounter a pokemon (This will be based on rng.) Based on their roll, they will create an appropriate encounter for your level. You can opt-in to Dangerous Encounters, which you need to explicitly state at the beginning of your Modded Thread that you are allowing Dangerous Encounters. This kind of encounter is a type of encounter that can lead to serious injury of your character if they do not respond in the right way. We will NEVER kill your character without your permission, but this kind of encounter CAN lead to death if that is what you are after for your character arc.**
**We do not accept people 'killing off' their character for purposes of getting a new character faster or other such nonsense. If it MAKES SENSE for your character's arc, we will accept your character's death. Otherwise, please do not try for a Dangerous Encounter just to get rid of your character. We are not monsters, if you don't want to play a character anymore, then tell us and we will work things out!**
For you to do a Wild Pokemon encounter
ONCE IN BATTLE
For every move that you make, you MUST roll a 1d20 to see if you have hit or not. If you roll 1-5, your move does not hit. If you roll 6-20, your move hits. If you roll a nat 1, your pokemon stumbles and takes 5 damage. If you roll a 19 or nat 20, your pokemon’s move is a critical hit! (if your move is a status move, the effect is doubled)
For moves that are impossible to miss, such as Aerial Ace, you do not need to make a roll for accuracy. For moves that increase or decrease accuracy, add or decrease 1 to your rolls based on how many stages you are added or decreased.
Your attacking move’s damage is based on its Base Power, plus any buffs, debuffs, and Same Type Attack Bonus (STAB). One debuff stage is worth -5 to the damage. One buff stage is worth +5 to the damage. STAB is based on your pokemon’s level.
Example: Absorb has a Base Power of 20. Turtwig uses it, and is level 10, so gets a STAB bonus of +10, and has a debuff of a single Growl used against it, netting -5 to the damage. Therefore, it would be -25 HP to the opponent.
A Wild pokemon’s moves are based off of the last eight moves it learned based on its level. At level 5, most pokemon haven’t learned eight moves yet, so it will be as many moves as it has.
To determine what move it uses against you, roll the [ MoveSet ] (without Spaces) tag and based on that roll determines which move it uses.
For example: A Ralts would know Growl, Disarming Voice, and Double Team at level 5. Therefore you would roll on the Move List roll. If it rolls move 1, it does Growl, Move 2 it does Disarming Voice, move 3 it does Double Team. If you roll a move it does not have yet, you decide which move it does.
It must also roll to see if it hits. Again, roll a 1d20, and if it is a 1-5, it misses you, and if it’s 6-20, it’s a hit! Again, if it rolls a 1, it stumbles and gets a -5 to its HP, and if it’s a 19 or 20, it is a Critical Hit!
A Wild pokemon’s HP is also based off of its level multiplied by 10, just like your pokemon.
You may only use 3 healing moves per battle. (Moves that ONLY Heal, such as Recover, Milk Drink, Synthesis, etc.)
FOR TRAINER BATTLES
Same mechanics, but it’s two different roleplayers rolling for each of their pokemon.
Gym Battles:
A Gym leader’s pokemon will all be 5 levels above your highest level pokemon at the START of the battle. Gym leaders/battles will be roleplayed by mods until such a time as there becomes Gym Leader OCs in the Server.
Firstly, your pokemon’s HP is the level multiplied by 10. So if your pokemon are level 5, it is 5 x 10, so your pokemon have 50 HP.
Secondly, in order for your pokemon to level up, they must reach the experience needed in order to level up.
Level Up Requirements:
Levels 1-10: 100 EXP per level
Levels 11-20: 200 EXP per level
Levels 21-30: 300 EXP per level
Levels 31-40: 400 EXP per level
Levels 41-50: 500 EXP per level
Levels 51-60: 600 EXP per level
Levels 61-70: 700 EXP per level
Levels 71-80: 800 EXP per level
Levels 81-90: 900 EXP per level
Levels 91-100: 1000 EXP per level
Victory Bonus:
Against Wild Pokémon: 50 EXP per Pokémon defeated
Against Trainer Pokémon: 100 EXP per Pokémon defeated
Against Gym Leaders: 500 EXP per Pokémon defeated
Loss Penalty:
Against Wild Pokémon: No EXP gained
Against Trainer Pokémon: 50 EXP per Pokémon still in play
Against Gym Leaders: 100 EXP per Pokémon still in play
Bonus for Winning Streaks:
2 Consecutive Wins: +50 EXP bonus
3 Consecutive Wins: +100 EXP bonus
4+ Consecutive Wins: +150 EXP bonus
Mentors and Trainers:
Training Sessions: 100 EXP per session
Special Lessons: 200 EXP
Villains or Rival Encounters:
Defeating Rivals: 300 EXP per encounter
Defeating Villains: 500 EXP per encounter
Events
Story Events:
Minor Plot Events: 100 EXP
Major Plot Events (e.g., major battles, uncovering secrets): 500 EXP
Festivals/Tournaments/Contests:
Participation: 50 EXP
Winning 1st Place: 500 EXP
Winning 2nd Place: 300 EXP
Winning 3rd Place: 100 EXP
WILD POKEMON ENCOUNTERS
In order to encounter a wild pokemon, you must create what is known as a Modded Thread. In this modded thread, a Moderator will roll on the encounter list for you to encounter a pokemon (This will be based on rng.) Based on their roll, they will create an appropriate encounter for your level. You can opt-in to Dangerous Encounters, which you need to explicitly state at the beginning of your Modded Thread that you are allowing Dangerous Encounters. This kind of encounter is a type of encounter that can lead to serious injury of your character if they do not respond in the right way. We will NEVER kill your character without your permission, but this kind of encounter CAN lead to death if that is what you are after for your character arc.**
**We do not accept people 'killing off' their character for purposes of getting a new character faster or other such nonsense. If it MAKES SENSE for your character's arc, we will accept your character's death. Otherwise, please do not try for a Dangerous Encounter just to get rid of your character. We are not monsters, if you don't want to play a character anymore, then tell us and we will work things out!**
For you to do a Wild Pokemon encounter
ONCE IN BATTLE
For every move that you make, you MUST roll a 1d20 to see if you have hit or not. If you roll 1-5, your move does not hit. If you roll 6-20, your move hits. If you roll a nat 1, your pokemon stumbles and takes 5 damage. If you roll a 19 or nat 20, your pokemon’s move is a critical hit! (if your move is a status move, the effect is doubled)
For moves that are impossible to miss, such as Aerial Ace, you do not need to make a roll for accuracy. For moves that increase or decrease accuracy, add or decrease 1 to your rolls based on how many stages you are added or decreased.
Your attacking move’s damage is based on its Base Power, plus any buffs, debuffs, and Same Type Attack Bonus (STAB). One debuff stage is worth -5 to the damage. One buff stage is worth +5 to the damage. STAB is based on your pokemon’s level.
Example: Absorb has a Base Power of 20. Turtwig uses it, and is level 10, so gets a STAB bonus of +10, and has a debuff of a single Growl used against it, netting -5 to the damage. Therefore, it would be -25 HP to the opponent.
A Wild pokemon’s moves are based off of the last eight moves it learned based on its level. At level 5, most pokemon haven’t learned eight moves yet, so it will be as many moves as it has.
To determine what move it uses against you, roll the [ MoveSet ] (without Spaces) tag and based on that roll determines which move it uses.
For example: A Ralts would know Growl, Disarming Voice, and Double Team at level 5. Therefore you would roll on the Move List roll. If it rolls move 1, it does Growl, Move 2 it does Disarming Voice, move 3 it does Double Team. If you roll a move it does not have yet, you decide which move it does.
It must also roll to see if it hits. Again, roll a 1d20, and if it is a 1-5, it misses you, and if it’s 6-20, it’s a hit! Again, if it rolls a 1, it stumbles and gets a -5 to its HP, and if it’s a 19 or 20, it is a Critical Hit!
A Wild pokemon’s HP is also based off of its level multiplied by 10, just like your pokemon.
You may only use 3 healing moves per battle. (Moves that ONLY Heal, such as Recover, Milk Drink, Synthesis, etc.)
FOR TRAINER BATTLES
Same mechanics, but it’s two different roleplayers rolling for each of their pokemon.
Gym Battles:
A Gym leader’s pokemon will all be 5 levels above your highest level pokemon at the START of the battle. Gym leaders/battles will be roleplayed by mods until such a time as there becomes Gym Leader OCs in the Server.